LittleWhiteMouse Posted August 15, 2023 Posted August 15, 2023 Let's get the information train going. For those unaware, the tier VII American premium battleship West Virginia '44 has had the incorrect turning circle radius advertised since she entered the game. Wargaming is looking to correct this with patch 0.12.7 which will come out later this month. In Port Turning Radius: 670m Actual Turning Radius: ~750m This discrepancy was caused by West Virginia '44's improved energy retention during a turn, akin to that found on the alternate American battleship line (Kansas, Minnesota, Vermont). Boosting the amount of speed maintained a turn increases the size of a ship's turning radius unless the latter is reeled back in. When a problem like this gets flagged, Wargaming normally doesn't adjust the turning radius back down to what was advertised but instead changes the in-port stat to reflect what the ship has been doing all of this time. The announced changes to West Virginia '44 will not change her in game performance at all. It's just some house-keeping of the in-port stats, making them reflect what she has already been doing. Math for those interested: Turn Radius In Game = ( [ 360º turn time in seconds ] * [ sustained turn speed in m/s ] * [ big world distance compression coefficient ] ) / 2 pi At the 4/4 engine setting, West Virginia '44 maintains ~18.4 knots in a turn instead an expected ~15.8 knots. She completes a 360º turn in about 95.3 seconds. Turn Radius In Game = ( [ 360º turn time in seconds ] * [ sustained turn speed in m/s ] * [ big world distance compression coefficient ] ) / 2 pi Turn Radius In Game = ( [ 95.3 ] * [ 18.4 / 1.943844 ] * [ 5.22 ] ) / 2 pi Turn Radius In Game = ( 95.3 * 9.47 * 5.22 ) / 2 pi Turn Radius In Game = 749.78m 2 6
clammboy Posted August 15, 2023 Posted August 15, 2023 So nice to see again LWM I missed you and everyone else. You are a national treasure.
Daniel_Allan_Clark Posted August 16, 2023 Posted August 16, 2023 Thanks for clarifying! The 'so what actually changed' part wasn't clear. Have we seen what is changing with respect to the plane torpedo drop animation? They say it has 'no game impact'...but since the airborne torpedo spread RNG isn't actually detailed quantitatively in stats...whether it actually changes gameplay will be hard to verify.
Wolfswetpaws Posted August 16, 2023 Posted August 16, 2023 10 hours ago, LittleWhiteMouse said: Let's get the information train going.
LittleWhiteMouse Posted August 16, 2023 Author Posted August 16, 2023 2 hours ago, Daniel_Allan_Clark said: Thanks for clarifying! The 'so what actually changed' part wasn't clear. Have we seen what is changing with respect to the plane torpedo drop animation? They say it has 'no game impact'...but since the airborne torpedo spread RNG isn't actually detailed quantitatively in stats...whether it actually changes gameplay will be hard to verify. Yeah, I couldn't tell you what the dispersion angle is on air dropped torpedoes. For ship dropped torpedoes, it's something like +/- a degree or two per individual torpedo along a nominal track. If one tracks way left and it's neighbour tracks way right, this is how you end up with some pretty obvious gaps in spread patterns. I know this was asked once upon a time in the Community Contributor Discord and a specific value (or range of values) was quoted. I imagine air dropped torpedoes work along a similar system. The big question I'd have is if that +/- variation increases proportionally to the spread of aiming marker. That would be pretty easy to test for, come to think on it. Just conduct a bunch of air drops at max aim size and measure the angle between torpedo tracks. Then do the same for narrow tracks. If it's a fixed dispersion value (say +/- 2º) then that should be pretty easy to isolate, with the difference between all large runs always falling within that variation; same with the tight runs. If it scales based on the size of the aiming marker, then this pattern won't hold true. 1
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